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Futuristic Below 40rty [Modern Ice Age RP] - Mechanics

Paranoid Android

Subterranean Homesick Alien (INFP)
/dee/OS v4.2.7 - 1991 AAMO 100%






The ROMAN Stat System
History:


The origins of the RSS (or simply ROMAN) go back to 1996. Sbagliato Medico, the founder and first leader of the Basilisk mafia, was bothered by how the /dee/vice could only measure vital stats, and yet primitively. He modified his /d/v, using its spacial scanning features to analyze the structure of guns and armor, making it calculate how much damage they could make and absorb. The /dee/vice with its speed limitations, though, wasn’t fast enough to detect the bullets shot by weapons, and therefore serve as an ammo counter. Besides, it could also calculate the user’s health, damage and accuracy with different weapons and speed based on the psychological, background and biological evaluation data included in F.A.F.’s citizen log, comparing with the equipment stats themselves. His idea worked, and he named it the ROMAN Stat System, as a homage to his birth country, and distributed the technology to his fellow gangsters.


Despite AAMO’s New Boston Department’s immense rivalry with the gang, their technology would be extremely useful, and they agreed to pay NA$ 1,000,000 to Sbagliato for the coding and usage rights of ROMAN, after several failed attempts to replicate it. Had the bought of the program not be done, Basilisk would likely never grow to what it is today and spread out of New Boston, but it would also mean they’d have an advantage against the NBPD (New Boston’s Police Department).



Stats Breakdown:


Mollitiam (Resilience): HP (hit points)



Fortitudo (Strength): Melee damage, CQC techniques and damage resistance



Gunslinger (Gunslinger): Handgun and submachine gun damage and accuracy



Phreneticus (Freneticness): Assault rifle and light machine gun damage and accuracy



Vires (Might): Shotgun damage and accuracy



Patientia (Patience): Sniper rifle and bow/crossbow damage and accuracy



Furorem (Fury): Explosive and fire-based weapon damage and accuracy



Perceptio (Perception): Thrown weapon damage and general weapon accuracy



Agilitas (Agility): Attack speed



The secondary stats generated by the primaries are below:



HP = 100 + Mollitian x 5



Damage Resistance: Strength + Damage Threshold



Weapon damage = Weapon class stat + Weapon damage stat



Melee damage = Fortitudo + Weapon damage stat or Speed Drawback (if hitting without weapons or butt of the gun)



Weapon accuracy = 70 + Weapon stat + Perceptio [MAX: 90]



Attack speed = (Agilitas x 10) - Speed Drawback



Besides these factors, ability/equipment/items/status effects can also change them.



Secondary Stats Breakdown:


Hit points: The amount of damage your character can take before going to hell. If the HP drops to 1 or below, it'll be stuck like that for three rounds (see below), incapacitating your char until an ally uses a health recovery item or donates blood. If the three rounds pass and no medical attention is given or there isn't anybody close enough to save you, they will die. You can make a last post for your death if you want. Check rules for info about making another character.



Damage resistance: The amount of damage subtracted from attacks before the latter affects health. If it's subtracted to 0 or below, damage will automatically be turned to 1. The Damage Threshold that will count is the armor piece’s the attack hits.



Weapon/Melee damage: The amount of HP taken away from the enemy (or you).



Weapon accuracy: The accuracy of attacks, in percentages. The failure or success of it will be decided by a d100 roll. For example, having the accuracy of 72% with shotguns will grant you a successful hit for rolling a number from 1 to 72. Things such as running and shooting, far distance from target or direct light diminishes the chance of success (decided by me in the actual situation). Dice rolls can (and should) be made by players, and the GM will calculate and describe the results.



Attack speed: Who attacks who in certain situations. If you attack your opponent by surprise, while he’s reloading or a similar situation, you'll do it first. But after both have their weapons drawn and ready, whoever has their weapon drawn and ready will be the first to attack. For example:



“John Doe sees a solitary infected facing the opposite way. He draws his sniper rifle, and fires.”



“John Doe’s shot hits the infected’s back, but he stays alive, and turns around, spitting acid on John before he can shoot another bullet.”



That being an infected with 8 Agilitas (16 raw attack speed) and 0 Speed Drawback, and a Raiders delinquent with 10 Agilitas (20 raw attack speed), a total of 3 Speed Drawback provided by armor and 2 by rifle. More info on Speed Drawback below.



Note: Primary stats are raised whenever a chapter ends (giving you a certain amount of points to distribute freely), a skill book is read (raising certain stats after some time of reading) or a stat injection is used (immediately raising certain stats with some temporary side effects).
Rounds, critical hits, status effects, and others
Rounds:


The base of the entire combat in Below 40rty. Each round consists of an action made by each player and NPC in the area. Each shot fired by a non-automatic weapon will count as one round, and so will be auto guns’ bursts. You can’t run a marathon while your enemy can only shoot a single bullet at you, so I’ll keep running distances/rounds passed realistic. If a currently inactive player (or more) is separate from the others, time will pass while rounds remain static, until he or somebody else close enough performs one. The rounds then will continue without the player, but the enemies will focus on the active ones.


Attacking = 1R



Reloading + Viable action = 1R



LMG/Pump-action shotgun reloading + Viable action = 2R



Pulling bolt-action sniper rifle bolt = 1R



Shooting with empty mag = 1R



Moving = Variable



Critical hits:


Critical hits are attacks which deal the double of normal damage. There's a 5% chance to get one during an accuracy roll, by getting 1-5 with a d100. They also start bleedings and gas leaking on Thermoarmors. More information about bleedings in the next topic.



Status effects:


Status effects are continuous negative (except for one) effects on one’s character, going away either after 3 or 5 rounds or only after a recovery item is used. Statuses as are as of below:



Bleed
[bLD]: Subtracts a certain amount of HP each round, and may give out your location to enemies or infect you if contact with infected blood is made. Acquired after receiving a critical hit. Can only be cured by wrapping bandages around wound. Only accumulative status effect.


Burn
[bRN]: Subtracts a certain amount of HP each round, and makes the affected character panic, either making him highly affected or not be able to function properly at all. The damage caused by it is triple to infected, and it’s gotten by being hit by a fire-based weapon (e.g. flamethrowers, Molotov cocktails). The fire is extinguished after three rounds, or by throwing water on it.


Poison
[PSN]: Subtracts a certain amount of HP, which grows by 10% every two rounds, besides subtracting 1 point from Agilitas while the poison is in effect every round. The infection probability varies, and it needs to be cured with medicines. Donating blood to allies or sharing injection-based items will infect them.


Continuous Heal
[HL]: Adds a certain amount of HP each round. The effect is gained from using certain HEAL items, and vanishes after 5 rounds.


Blood donation:


Donating blood removes a chosen amount of HP and transfers it to a partner. It can be done by paying a varying amount of money and give it though a Medical Center to another, or by directly donating it using the syringe your /dee/vice is equipped with. It can infect others with Molythermia, so beware.



Blood types are random and based on real life statistics, and they can be seen in the party menu in the IC. Blood type compatibility chart follows: (+/- Rh ignored for simplicity)



blood-type-chart.jpg



Automatic weapons:


Instead of each attack (rounds taken, critical hit chance, accuracy, damage, attack speed) counting as one fired bullet, it counts as a burst (5 bullets), except for flamethrowers and miniguns (10 fuel units/bullets). Meaning, if your Phreneticus is 12 and your assault rifle’s damage is 22, when you attack, 5 shots will be fired, the 5 of them doing 34 damage in total, and having the same chance of missing or being a critical strike.



Inventory:


Inventory capacity won't be measured by a stat, but it won't be infinite either. The keyword is “believable”.



Armor/Damage Threshold:


DT works in the same way as Fortitudo, subtracting itself from the inflicted damage. The DT taken into account is the attacked armor piece’s, using the average Damage Threshold if more than one are damaged. Gloves and shoes might be different from each other, and, if it’s not specified whether the item is equipped with the left or right, it means the same is being used with both.



Armor-piercing ammo:


APA is a kind of ammunition that ignores 50% of armor’s Damage Threshold. Advanced armor-piercing ammo (APA+) completely ignores the DT stat. Spitters’ acid has the same properties as armor-piercing rounds, and certain individuals carry acid spit with the same properties as APA+.



Speed Drawback:


An amount represting an item’s weight. It diminishes attack speed based on:



Agilitas - (Used weapon SD + Total armor SD)



Handguns, short melee weapons, throwable/placeable weapons, non-armored clothing: 0 SD



Submachine guns, sawed-off shotguns, long melee weapons, light armor: 1 SD



Assault rifles, sniper rifles, shotguns, bows, crossbows, medium armor, “Colibri” Thermoarmor pieces, “MEC” Thermohelmet: 2 SD



Light machine guns, rocket/grenade launchers, flamethrowers, heavy armor, “Ant Duo” and “Duke” Thermoarmor pieces: 3 SD



Minigun, shoulder-mounted railgun, “Benedict” Thermoarmor pieces: 5 SD


AAMO: Tryin’ hard not to have an extremely unfair stat system since 1989


 
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